2V2-e.5b: feed native map height and light into game render
This commit is contained in:
@@ -109,9 +109,17 @@ func run() -> void:
|
||||
report["unlit_stand_in_count"] = world.unlit_stand_in_count
|
||||
report["terrain"] = world.terrain_report
|
||||
report["atlas_entries"] = world._atlas.size()
|
||||
_check(world._atlas.size() > 0, "40250 AtlasInfo chooses the current map")
|
||||
_check(not Metin2PythonHost.current_map_name().is_empty(), "native AtlasInfo chooses the current map")
|
||||
if world.terrain:
|
||||
report["terrain_base_cm"] = str(world.terrain.call("get_map_base_cm"))
|
||||
report["native_map_name"] = Metin2PythonHost.current_map_name()
|
||||
_check(world.map_path == Metin2PythonHost.current_map_name(), "terrain uses native Warp map")
|
||||
var first_draws: Array = Metin2PythonHost.render3d_draws()
|
||||
if not first_draws.is_empty():
|
||||
var camera_world: Vector3 = world.d3d_transform(first_draws[0]["view"]).affine_inverse().origin
|
||||
report["camera_world_cm"] = str(camera_world)
|
||||
report["terrain_height_at_camera_cm"] = float(world.terrain.call("sample_height",
|
||||
camera_world.x / 100.0, -camera_world.y / 100.0)) * 100.0
|
||||
var tile_bounds := []
|
||||
for tile in world.terrain.find_children("Terrain*", "MeshInstance3D", true, false):
|
||||
if tile_bounds.size() >= 4:
|
||||
@@ -130,6 +138,33 @@ func run() -> void:
|
||||
report["camera_far"] = world.camera.far
|
||||
var textures := []
|
||||
var draws: Array = Metin2PythonHost.render3d_draws()
|
||||
var native_lit_draws := 0
|
||||
var view_finite := true
|
||||
var actor_foot_cm := INF
|
||||
var foot_xy := Vector2.ZERO
|
||||
for draw in draws:
|
||||
if draw["light0"]:
|
||||
native_lit_draws += 1
|
||||
for value in draw["view"]:
|
||||
if not is_finite(value):
|
||||
view_finite = false
|
||||
var world_xform: Transform3D = world.d3d_transform(draw["world"])
|
||||
for vertex in draw["positions"]:
|
||||
var p: Vector3 = world_xform * vertex
|
||||
if p.z < actor_foot_cm:
|
||||
actor_foot_cm = p.z
|
||||
foot_xy = Vector2(p.x, -p.y)
|
||||
report["native_lit_draws"] = native_lit_draws
|
||||
report["view_finite"] = view_finite
|
||||
_check(view_finite, "native camera view stays finite")
|
||||
if world.terrain and not is_inf(actor_foot_cm):
|
||||
var ground_cm := float(world.terrain.call("sample_height", foot_xy.x / 100.0, foot_xy.y / 100.0)) * 100.0
|
||||
report["actor_foot_cm"] = actor_foot_cm
|
||||
report["ground_at_foot_cm"] = ground_cm
|
||||
_check(absf(actor_foot_cm - ground_cm) < 120.0,
|
||||
"native actor feet meet map height (delta %.1f cm)" % absf(actor_foot_cm - ground_cm))
|
||||
_check(not drawn or native_lit_draws == draws.size(),
|
||||
"native RenderGame light0 comes from map .msenv (%d/%d)" % [native_lit_draws, draws.size()])
|
||||
if not draws.is_empty():
|
||||
report["proj"] = Array(draws[0]["proj"])
|
||||
report["view"] = Array(draws[0]["view"])
|
||||
@@ -193,18 +228,19 @@ func run() -> void:
|
||||
lit += 1
|
||||
report["centre_lit_samples"] = lit
|
||||
_check(lit > 50, "character pixels in the middle of the screen (%d samples)" % lit)
|
||||
var ground_low := 1.0
|
||||
var ground_high := 0.0
|
||||
for y in range(image.get_height() * 3 / 4, image.get_height() - 20, 17):
|
||||
for x in range(30, image.get_width() - 30, 23):
|
||||
var luminance := image.get_pixel(x, y).get_luminance()
|
||||
ground_low = minf(ground_low, luminance)
|
||||
ground_high = maxf(ground_high, luminance)
|
||||
report["ground_luminance_range"] = ground_high - ground_low
|
||||
_check(ground_high - ground_low > 0.08, "textured ground visible in screenshot")
|
||||
# The 3D pass alone, for looking at the character without the UI.
|
||||
ui.visible = false
|
||||
await RenderingServer.frame_post_draw
|
||||
root.get_texture().get_image().save_png(output.path_join("game_3d.png"))
|
||||
var game_image := root.get_texture().get_image()
|
||||
game_image.save_png(output.path_join("game_3d.png"))
|
||||
var textured_pairs := 0
|
||||
for y in range(game_image.get_height() * 3 / 4, game_image.get_height() - 20, 13):
|
||||
for x in range(30, game_image.get_width() - 35, 17):
|
||||
var left := game_image.get_pixel(x, y).get_luminance()
|
||||
var right := game_image.get_pixel(x + 5, y).get_luminance()
|
||||
if absf(left - right) > 0.04:
|
||||
textured_pairs += 1
|
||||
report["ground_texture_pairs"] = textured_pairs
|
||||
_check(textured_pairs > 20, "textured ground visible in screenshot (%d local contrasts)" % textured_pairs)
|
||||
ui.visible = true
|
||||
await _finish(output, report)
|
||||
|
||||
Reference in New Issue
Block a user